# Body

## The `body` bone configuration

The `body` bone serves as the primary visible part of the model that corresponds to the **Hull** component. \
The `body` bone is linked to the `basis` bone.

<figure><img src="/files/jlYylMTz0yReAsH8ItRe" alt=""><figcaption><p>The <code>body</code> bone linked to the <code>basis</code> bone</p></figcaption></figure>

**Properties of the `body` bone:**

<table data-header-hidden><thead><tr><th width="211">Property</th><th>Description</th></tr></thead><tbody><tr><td><code>poly</code></td><td>Makes the hull of the vehicle visible.</td></tr><tr><td><code>ID=body</code></td><td>Unique identifier for the "Hull" component.</td></tr><tr><td><code>Animation</code></td><td><p>Specifies animation name and parameters, separated by commas:</p><ul><li><code>break</code>: hull destruction animation (if applicable)</li><li><code>repair</code>: hull repair animation for the X-model (if applicable).</li></ul></td></tr></tbody></table>

<figure><img src="/files/XFzMtkSrMkNEvmUvKZio" alt="Properties window of the body bone"><figcaption><p>Properties window of the <code>body</code> bone</p></figcaption></figure>

## Elements linked to the `body` bone

* **Primary component bones:**
  * `turret`;
  * `engine`;
  * `cabin`: vehicle cabin;
  * transmission elements.
* **Secondary bones:**
  * `detail`: additional visual elements of the hull;
  * `сover`;
  * `shield`: additional armor parts;
  * `enumerator`: vehicle identifier (if applicable).
* **Volumes:**
  * `body_vol`: volumes for armor and collision calculations;
  * `ram_vol`: volume for ramming calculations;
  * and other types of volumes in the presence of corresponding model components.
* **Helper bones:**
  * `visor2`: vision bone aligned with the movement vector;
  * `emit`: passenger and crew entry points into the vehicle;
  * `seat`: passenger seating points on the armor;
  * `mgun`: machine gun bones;
  * effectors for headlights and brake lights.


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